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Ukunaka

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Posts posted by Ukunaka

  1. On 9/11/2018 at 1:35 PM, Leopold von Habsburg said:

    What if they made it so you lose your beige protection when you launch an offensive attack in another war? That way if a person was really screwed they could continue to turtle and not have more war declared and it still gives some leeway to inactives. 

     

    On 9/11/2018 at 1:38 PM, Sir Scarfalot said:

    Hm. I'll add it to the list.



    i agree with this but only when an action is used in a offensive war, if you keep fighting a defensive war after being bieged it shouldnt be removed.

    (not sure if he meant that by offensive attack as that could be interpreted as such or just in general)

  2. 13 hours ago, Oppilan said:

    only nukers and raiders will ever use this. If this is a thing, fraggle can unload all nuke without much loss to sabotage. Makes nukers very very OP

    well tbh im not really pushing for the change its just that i was originally opposed to apemans removal of offensive war cap suggestion but found a compromise so there would be an added risk factor in declaring on more than 5. i just forgot to post it on his thread until he mentioned it again here.

  3. On 9/11/2018 at 9:24 PM, Apeman said:

    Screw beige who needs it. Let's look at removing the cap on offensive war declarations or fix the no food problem or even just leave it alone. 

    yo, i had another new idea on the offensive war cap, basically its a system where you start with 3 defensive slots but if you go above 5 offensive wars you get an additional defensive slot against you for every 2 offensive wars after the 5th rounded up

    Example-

    0-5 offensive wars = 3 def slots
    6=4 def slots
    7=4 def slots
    8=5 def slots
    10=6 def slots 
    20=11 def slots

    and so on... 

    this way you can declare as many offensive wars as you want but their is a risk factor for declaring on 50 inactives at a time, in that you open yourself to more possible counters or raids
    and cant just fend off 3 sloppy counters pin them and raid as many people as you want with no risk until youve gotten out of the first three wars or biege.

  4. You also can't perform military or spy actions or launch missiles/nukes if you run out of money until you no longer have a deficit or you have enough on hand to cover it during a turn change.

    5 hours ago, Apeman said:

    So if a nation doesn't have the needed money than nothing runs but if you run out of food you only lose a percentage of gross income? Seems a little lopsided. Maybe we should look at changing this alex

    i agree that is a little backwards

    I think the military lock should also apply for no food (though not for nuke/missile launches as that just makes no sense).

    • Upvote 1
  5. On 7/25/2018 at 8:01 AM, N2rk1cm2n said:

    I can not set policies normally, i set them and update and then they all go back as they were before

    it does not save your answers it just changes you economic and social policies position based on them

    as to import/export thats to import/export a city build to another, nothing to do with trade

    the login issue, everyone is dealing with it, the last update cause problems with the cookies files so they removed some of those cookies while repairing them

    the app response, i don't know about this one as i have never used the app, but most people prefer the mobile browser to the app, their are a few minor bugs with the app on some devices.

  6. Same issue here


    I think it has something to do with the cookies issue that was giving everyone 505 errors when they tried to get on the site yesterday, maybe they removed those cookies while the devs figure out what they broke as i'm no longer getting the error but remember me isn't working anymore.

  7. 18 hours ago, Mad Max said:

    It looks like its working - but the audio won't play - I copied URL at 'current time" and it was 5 seconds in.

    Also, obviously, make sure you have autoplay selected in your account tab if you don't already.

     

    Edit: Doing the same for my own alliance page - so obvi something fricky

    i was having this problem as well earlier but when i went to youtube i realized that i had put the volume on mute last time i was on. so when playing the anthem it defaults to your last choice. if that doesn't work open the anthem video full screen and check the volume



    As to the OP, same problem, also on chrome

    • Upvote 1
  8. 10 minutes ago, Vince McMahon said:

    we have been merging ET into KT in-game.

    Wait so keelan won after all?

    Phyrric victory, but still accomplished the only goal he set out in may. lol

    • Like 1
    • Upvote 2
  9. This is simular to my idea for military academies, however instead of increasing the production they would increase their combat value by a certain percentage. (IE: making 100k troops have the army value of ~130k) and having a seperate project for ground, air, & naval units to make it about specialization with military builds

  10. 22 hours ago, Mikey said:
     

    So, people are bringing up the idea of jumping cities immediately after starting a war as a negative to removing the timer, but I can't see this as anything other than an extremely niche strategy.

    Firstly, unless I am mistaken, military takes time to build. I think its maybe 4-5 days to go from 0 to full militarization, so even if you bought a bunch of cities right after declaring, you'd not be able to just jump immediately to max mil in them. It would, to be sure, increase your daily buy, but its not as good a strat as I think some people make it out to be.

    Secondly, its extremely expensive. Maybe it would be viable in the low tiers, but for most alliances, the fighting in the 10 city range doesn't really matter anyway, and I can't see a scenario in which it makes sense to reserve a bunch of money and resources just to boost up a bunch of your 10 city guys to beat on the enemies. Much better to already have them at 15 and be able to have full mil and immediately fight the enemy 15 cities. Even in the 10 range, to go from city 10 to 15, assuming manifest destiny, would cost around 341mil. For what? getting the jump on some enemy 10 city nations? Maybe you do it in the mid tier, say having your 15s dec the enemies (maybe after waiting for counters so your slots are filled) then buying up to 18. Its only a boost of three cities, so it shouldn't be too expensive right? And anything that gives an advantage would be useful, no? Well it would cost just shy of 500mil each. Thats 5 billion to do that for just 10 nations, gaining a marginal advantage for a drop in the bucket of the total nations in a major war. A medium sized AA of 40 would need 20 billion to pull it off. I don't know why you'd ever just want to sit on that.

    Not only is it costly in real terms, you have to think of the opportunity cost. If you could have bought your members up to city 15 or 18 or whatever it is, but choose to keep them at 12 just for this one strat, you are losing out on all the money and resources that could have been generated had you just built the cities when you could. Considering most alliances only fight every 6 months (at least the kind of major wars where you would be willing to do this), that's a lot of stalled growth. Even if you win and thrash your enemy, you probably lost more in lost income/rss than you dealt in damages anyway.

     

    i agree with alot of your points, however i do not mean it as a strategy to be utilized repeatedly for defense but rather a massive blitz attack from an alliance with newer military members conducting a full assault and buying multiple cities for them.

    either by massively rich alliances or one that used alot of pay to win credits.

  11. tbh im starting to see your points, with the timer already jumped from 5 to 10 cities, it is somewhat obsolete and people should just adapt to that change by having more devoted blockade breakers & blockaders in their military.

  12. 4 hours ago, Sir Scarfalot said:

    ...Well, for one thing I've been regularly declaring on 7 city nations while I've got 12 cities, and much deeper downdeclares are possible already. Don't underestimate how ridiculous it can get. ...

    i once got triple countered at 7CC by a 13cc a 16cc and a 20cc right after the ayyslamic crusades. so yeah it most certainly can get more ridiculous.

    • Like 1
  13. Definitely agree to this, the costs of most projects and the infra requirements are enough to keep them from being built up "too quickly" and even if you decide against removing in the end i hope you will seperate the city & project timers (after 10 cities) and possibly reduce them.



    as to the city timer, im not so sure about removing it, i do get scarf's point about them not being able to just ditch those cities to keep doing it, buti still think it might be a tricky situation with counters. i personally would use the strategy alot against enemy alliances, and would get my members to do the same, attacking 5 nations in one alliance and then waiting for three counters then jumping 3 or 4 cities, fully militarize them and then curb stomp all 8. of course with any change should come adaptation so if it was removed i think alliances could rethink how they counter maybe just double counter until you are sure he isn't going to jump or get an intel report to know if he could buy a city with his onhand cash and if not triple counter then go for blockade in the first wave so his alliance doesn't just buy him another couple of cities.

    maybe instead of getting rid of the city time completely we reduce it to somewhere around 3-5 days and reduce the reset city timer credit purchase to 1 or 2 credits

    • Like 1
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